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i tried something similar. but it used CoSR. helped with draw power like crazy. just one tuner and you can SS all the quillbolts you milled. drawing for each. insane really. a free draw for no reason. and with lightwave tuner, i can syncrho and use another mon as a tuner and SS them all again. drawing more.
how do you special summon them more than once they get removed from play once you use the effect to ss them from the grave
Props to my Boy Jupiter. He had the hardest road facing nothing but Tele Dad's All I can say is the new ratio is 1 Esqueste to 2 Chariots. Broke Deck is Broke. the Prisons are What made the deck, they make Stardust look retarded.
He meant he had 3 hedgehog in the grave and summon all 3 at once to draw 3 for free.
yes that is what he said but he then said lightwave tuning will allow you to do it all again. which isnt possible because the hedgehogs are removed from play and i dont see you using burials just for quillbolt
yes that is what he said but he then said lightwave tuning will allow you to do it all again. which isnt possible because the hedgehogs are removed from play and i dont see you using burials just for quillbolt
the deck did you necro but then the deck would just have more dead draw.
that GS really helped the deck alot searching for JD in two turns. its really great. wish i had GS:ermm:
Props to my Boy Jupiter. He had the hardest road facing nothing but Tele Dad's All I can say is the new ratio is 1 Esqueste to 2 Chariots. Broke Deck is Broke. the Prisons are What made the deck, they make Stardust look retarded.
Now that is funny!
True Prisons just down right rape. I just took another 1st place after one match where a got to play all three in the first half of the game and then slamed the other player for game shortly after because they were all out of monsters. Had I played some other ATK blocker it may have turned out a bit on the flip side though.
Tella DAD is off the wall!!!! And it will take much more then a Prison or two to stop it. Well myself, I like to run Invader Of Darkness as some cool tech. It can stop Tella, and it can run over Star Dust and DAD with or with out Prisons. Small tricks and big beating are fun!
Well myself, I like to run Invader Of Darkness as some cool tech. It can stop Tella, and it can run over Star Dust and DAD with or with out Prisons. Small tricks and big beating are fun!
9 times out of 10 DAD would own an invader. Unless invader has some hidden negation effect.
Outside battle DaD will easliy beat it, and usually if DaD drops it is going for game.
Many, many cards can be DAD in battle. I really don't think that justifies anything, especially since the DAD deck would most likely have an answer to a simple battle. And as you said when they drop DAD its usually game, meaning you wont be able to run that DAD over next turn anyway.
a monster should never be put in a deck for just attacking purposes. the main reason DAD is in the deck i assure you, isnt the 2800 atk. he would still be in if it he a 2400 atk mon. its the fact that hes a floater who can be dropped in two's, and a -3 for your opp that make him broken. the 2800 atk is just a plus. a good deck and deck builder will almost always synergizes between spells/traps and effects. if all those are utilized in such a way, the deck user will be able to handle many situations from turn to turn , this especially includes simple attacks. gadgets and city decks are an example of this. they have no attack usually but can use its s/t to get rid of any mon in the way regardless. if its just being attacked. almost any deck can stand up to that. if you were going to have a mon in your deck thats soul purpose was to attack over another monster, then at least make it one with a worth while effect. majestic mech goryu, hes a one tribute 2900 atk mon that can pierce. ancient gear golem, hes a 3000 attack mon that can pierce and stop traps like prison and mirror. zerato even. 2800, but a potential one tribute, nukes the field! all three of those are far better than a simple invader of darkness. who will net you no advantage in any way.
how do you special summon them more than once they get removed from play once you use the effect to ss them from the grave
lmao. to be honest, im confused by what i wrote? i must have been insanely tired(usually the case), cause i cant even think of what i was thinking. lol. what i prob meant was that a simple tuner allows for a free draw for each as an example. but since i run LS i had to use lightwave tuning to make one and then special them all (which was too much hastle over all). after that though if i synchro, i wont even have a tuner to bring them back regardless. lol. but that was a good idea. it never even crossed my mind to use burial to get them back. but thats prob cause i dont use necro, so it wouldnt be something i would focus on. sorry for the confusion. but thanks for bringing that to my attention....i wonder how many other people i confused?
:rolleyes: Invader can stop Tella in its tracks. And DAD sees play some times when the game dose not end with DAD where if you get Invader out once DAD has hit the mat then you can run it down, plus if you take DAD right out of the hand lets say with Don then it never sees play and Invader Invades the game. No DAD. No Tella. Tella DAD is less broken like that. :p
:rolleyes: Invader can stop Tella in its tracks. And DAD sees play some times when the game dose not end with DAD where if you get Invader out once DAD has hit the mat then you can run it down, plus if you take DAD right out of the hand lets say with Don then it never sees play and Invader Invades the game. No DAD. No Tella. Tella DAD is less broken like that. :p
Wow.. They're are going to hit Teleport before you even see Invader therefore invader would not be able to stop Teleport. I'm not going in to how situational Don hitting a DAD is. If chance has it that DAD has hit the field and you managed to survive, the DAD player most likely has a couple solemns after the drawing, therefore making your attempts to get Invader out futile. And, again by chance, you some how run over 1 DAD, what about the other one that might drop next turn? Or the syncro monsters that they most likely already have on the field? There are many cards used to tech against Tele-DAD and Invader is, by far, the worst choice.